Hi, I'm also been looking for a way. I still think you would need to paint away with a large brush (Landscape Editor) large brush settings. My idea was to have a mask for the rock parts ( and then use the mask from worldmachine to mask off the area's you don't want to affect. So basicly you paint Rock on your landscape…
Hey @FMNOOR , thanks for the response. I haven't tried using a proxy mesh yet, I'll give that a try and bump the thread with an update. What I was trying to achieve was a rock bursting through a wood panel. I modeled the breaks into the wood panel, so that I can hard weight the pieces to their own joints, so before the…
I have made some new assets for my project. I created the purple tree, pathway rocks, and some additional rocks. This is in UE4 in the unlit mode so that it is easier to see my textures. After I create a few more things, I am going to do another texture refinement pass and add shadow gradients/AO to a second UV channel.…
This isn't exclusive to megascans, This title should be more of.. Is it okay to put premade 3d models in your portofolio? In my honest opinion, no it's not okay it's kind of stupid when you think about it for the same reason I don't think turning your render into a photomanipulation isn't a very good strategy Why? It's not…
I really like the mood and the way you paint but it feels a little weird to me because of three things: - The perspective lines of the river don't match up witch the high horizon. Maybe you intended the weird shape but a real river wouldn't go smaller in a bend like that. - The scale looks off. The rocks at the side of the…
The environment is pretty cool but the lighting needs some work. It looks very contrasty and flat because the "sun" is pretty much pointing down. I like your first tests better, they had some cool subtle shadows and were also much simpler. The crazier you get with lighting the harder it is to get it right! I also believe…
@snake85027 @JulienNoel : thanks! @Anchang-Style : nothing particular, yes it is tesselation and displacement on the terrain. @TheOneKnownAsMe : good to know you agree about the snow material :) About the snow repartition, I could have indeed let more "rock" parts on vertical slopes. I made my masks before going into UE4…
Hi, Another daily update. Got some changes done on the ocean shader and got a first pass on the treasure chest. After my first post, polycounts where requested and now that the models are final I'm happy to oblige. So here goes, in tris: Anchor 1654 Rock Group 1905 Rock 768 Wall 990 Treasure Chest 1728 Island 2380 Palm A…
Hello! I have a question...lets say i created high poly rock with zbrush. Now i exported that into maya and retopo to make low poly mesh and uv map it. Since high poly mesh also has poly paint, i'd prefer to use zbrush to generate normal and color maps. Now i'd like to import low res mesh from maya back into zbrush. So…
Hello there ! I use 3ds Max and I'm currently learning how to use Zbrush. So I have this rock I modeled in Zbrush and have exported a normal and displacement map of it from there too. Now I'm trying to bake this rock in Max and while the UV seams are not too detectable on the maps, when I bake a Vray material on it, I get…